Would be good to rework the cenral hill, so it would be not only sightly, but funtional

There are too many passages for easy atack, too many slopes for the expence of space: there is just no room to build there.

This hill is just a decoration, but some players are decived with it's illusory atractivenes, stay there, and here you are: they are easily smashed.

The cental area of the hill has to be wider. You can sacrifice slopes and replace them with sharp rocky cliffs. Make less passages. Put passages not on one line but make monsters walk along the line of players defencive structures.

Also would be good to put hills against passages, not against already naturaly safe zones (cliffs), so overlisks would come from the cliff sides, and make a long walk under the fire. Even two walks: on first and on second level.

Last edited by Brodyaga on Sat Dec 11, 2010 3:20 pm; edited 2 times in total

I agree, making that central hill a better defensive spot would be a pretty good change. The healing/regen aura was a nice addition, but it still has too many ramps in to be really well defended later on.

It would make the game a little more newbie friendly, as most people assume that you should defend the hill with the crashed ship on it. Any base with 4 openings is a bit too tough to defend in the later waves though. The large ramps seem like the right kind, maybe just have fewer of them. Small ramps might make things too easy.

As of right now, and team that focuses on protecting the ship is doomed to failure, both because of little room to build and the four large entrances. I would lower the height to make the newer players realize that this is not automatically the hole-up spot, slightly narrow the ramps to make it more defensible, and make it much larger to accommodate more buildings. Still, I think it would ultimately be an inferior defensive position. Perhaps put it in a crater with barricades and minerals, so that it still works in the early game, but so that new players are not lured into staying for long.

This upcoming patch should make the starting location a bit more defensible; I've changed the terrain to allow for a lot more building space, and now that Restore has an auto-cast setting anything in range of the Transport Ship just doesn't die.

Nagnazul wrote:This upcoming patch should make the starting location a bit more defensible; I've changed the terrain to allow for a lot more building space, and now that Restore has an auto-cast setting anything in range of the Transport Ship just doesn't die.

Starke approves this change. I want to hear from other players how viable it is long-term once the patch comes out. But the ship doesn't regenerate energy so the number of Restores is limited, yes?

Do we have a date for the next patch? And can we see what will come with it?

Nagnazul wrote:This upcoming patch should make the starting location a bit more defensible; I've changed the terrain to allow for a lot more building space, and now that Restore has an auto-cast setting anything in range of the Transport Ship just doesn't die.

Starke approves this change. I want to hear from other players how viable it is long-term once the patch comes out. But the ship doesn't regenerate energy so the number of Restores is limited, yes?

Do we have a date for the next patch? And can we see what will come with it?

Nagnazul wrote:This upcoming patch should make the starting location a bit more defensible; I've changed the terrain to allow for a lot more building space, and now that Restore has an auto-cast setting anything in range of the Transport Ship just doesn't die.

Would be good also to save some place by changing the image of the Transport Ship - it is too huge now. What about the rocket, crashed and staying in vertical position with it's nose stuck in ground? Survivals could build something on freed space.

Evil4Zerggin wrote:Autocast restore sounds a bit sketch (may waste on units with only 1 hp less than max), or did you make it more like a Medic/Science Vessel's healing ability (smaller increments/cooldown)?

The Restore effect is unchanged. The Autocast setting for Restore is quite smart and can be generally trusted to cast on units that need it.